Pages: 1 [2] 3 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
demonkiller 12
TERRA R1SING New Eden's Heros
793
|
Posted - 2015.06.25 00:33:00 -
[31] - Quote
Apocalyptic Destroyerr wrote:If you're talking real life, might as well pick a new game. I didn't know you can replenish Grenades using real life Nanohives. Since you want to talk about concussive shock, why doesn't the screen quake at the very explosion of a grenade going off ? Oh right. Sci-Fi future FPS. just think, we're probably not far off battlefield personal 3d combat printers...... basically a nanohive |
demonkiller 12
TERRA R1SING New Eden's Heros
793
|
Posted - 2015.06.25 00:34:00 -
[32] - Quote
Sicerly Yaw wrote:demonkiller 12 wrote:or buff it, its a god damn grenade, should 1 hit every suit but the strongest heavies, feels like a blood water balloon on any heavy or proto assault/logi what needs to happen is that an indicator should pop up if a grenade is withing a 7 meter radius of you they are all fine as they are and I wouldn't even mind a buff to them if this was implemented they could even give it a profile so if you have the scan precision you can see it coming, 55 at std 45 at adv and 35 at proto then i think they do have an indicator, or at least they used to |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
116
|
Posted - 2015.06.25 01:11:00 -
[33] - Quote
Or you could add tiercide to grenade's, have them all do the same amount of damage, and increase it's range by 0.50 meter's per level, like 6-6.50-7 meter's. Number can remain as 2.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
|
DeadlyAztec11
Defenders of the Helghast Dream
8
|
Posted - 2015.06.25 01:53:00 -
[34] - Quote
demonkiller 12 wrote:Sicerly Yaw wrote:demonkiller 12 wrote:or buff it, its a god damn grenade, should 1 hit every suit but the strongest heavies, feels like a blood water balloon on any heavy or proto assault/logi what needs to happen is that an indicator should pop up if a grenade is withing a 7 meter radius of you they are all fine as they are and I wouldn't even mind a buff to them if this was implemented they could even give it a profile so if you have the scan precision you can see it coming, 55 at std 45 at adv and 35 at proto then i think they do have an indicator, or at least they used to They do not.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
|
DeadlyAztec11
Defenders of the Helghast Dream
8
|
Posted - 2015.06.25 01:54:00 -
[35] - Quote
demonkiller 12 wrote:Apocalyptic Destroyerr wrote:If you're talking real life, might as well pick a new game. I didn't know you can replenish Grenades using real life Nanohives. Since you want to talk about concussive shock, why doesn't the screen quake at the very explosion of a grenade going off ? Oh right. Sci-Fi future FPS. just think, we're probably not far off battlefield personal 3d combat printers...... basically a nanohive Considering how much energy that would require I doubt it would make sense to actually make one in real life. Who would carry a printer onto a battlefield and the material to make their supplies instead of just supplies?
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
|
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
117
|
Posted - 2015.06.25 01:58:00 -
[36] - Quote
DeadlyAztec11 wrote:demonkiller 12 wrote:Sicerly Yaw wrote:demonkiller 12 wrote:or buff it, its a god damn grenade, should 1 hit every suit but the strongest heavies, feels like a blood water balloon on any heavy or proto assault/logi what needs to happen is that an indicator should pop up if a grenade is withing a 7 meter radius of you they are all fine as they are and I wouldn't even mind a buff to them if this was implemented they could even give it a profile so if you have the scan precision you can see it coming, 55 at std 45 at adv and 35 at proto then i think they do have an indicator, or at least they used to They do not.
They do, but cooking them and throwing them at you at the correct time in general, make's the whole scenario act incredibly fast, if you threw one without cooking the grenade, you'd see the indicator.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
|
Dreis ShadowWeaver
0uter.Heaven
4
|
Posted - 2015.06.25 02:00:00 -
[37] - Quote
DeadlyAztec11 wrote:demonkiller 12 wrote:Sicerly Yaw wrote:demonkiller 12 wrote:or buff it, its a god damn grenade, should 1 hit every suit but the strongest heavies, feels like a blood water balloon on any heavy or proto assault/logi what needs to happen is that an indicator should pop up if a grenade is withing a 7 meter radius of you they are all fine as they are and I wouldn't even mind a buff to them if this was implemented they could even give it a profile so if you have the scan precision you can see it coming, 55 at std 45 at adv and 35 at proto then i think they do have an indicator, or at least they used to They do not. Yes they do. Not on the TACNET, but there is an indicator on-screen. It's basically either a blue or red blob.
Creator of the 'Nova Knifers United' channel
My Minja Blog
Caldari blood, Matari heart <3
|
Apocalyptic Destroyerr
Shining Flame Amarr Empire
396
|
Posted - 2015.06.25 02:59:00 -
[38] - Quote
No reducing Damage ! Just Make it so the damn core does not get Spammed and have an indicator. |
demonkiller 12
TERRA R1SING New Eden's Heros
797
|
Posted - 2015.06.25 03:55:00 -
[39] - Quote
DeadlyAztec11 wrote:demonkiller 12 wrote:Apocalyptic Destroyerr wrote:If you're talking real life, might as well pick a new game. I didn't know you can replenish Grenades using real life Nanohives. Since you want to talk about concussive shock, why doesn't the screen quake at the very explosion of a grenade going off ? Oh right. Sci-Fi future FPS. just think, we're probably not far off battlefield personal 3d combat printers...... basically a nanohive Considering how much energy that would require I doubt it would make sense to actually make one in real life. Who would carry a printer onto a battlefield and the material to make their supplies instead of just supplies? I carry a portable 3d printer with me everywhere, i think the military would find much easier ways |
Apocalyptic Destroyerr
Shining Flame Amarr Empire
398
|
Posted - 2015.06.25 08:12:00 -
[40] - Quote
Bump |
|
jordy mack
WarRavens
566
|
Posted - 2015.06.25 11:16:00 -
[41] - Quote
remove headshot bump
Less QQ more PewPew
|
V1RONXSS
X-SENSE Security
52
|
Posted - 2015.06.25 12:12:00 -
[42] - Quote
The core is the only useful one, but will be more fair to give it higher nanite consumption from hives.
Flux yes, there realy need rework as if you use it mostly for equipment destruction there are realy no need in proto one, but nerfing its dmg will just make them useless AV tool, so maybe adjust max carried: std 1, adv 2, proto 3 and adjust dmg abit, but not hard nerf.
AV grenades seem ok for now becouse buff will bring spam and nerf will make them useless again. The state of AV weapons and Vehicles was always imbalanced though.
The "Chiki Briki v Damki" Starter Pack.
|
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
124
|
Posted - 2015.06.25 14:39:00 -
[43] - Quote
That's why I proposed tiering them with only minimal increased radius and same damage across the board.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
|
Stormblade Green
KnightKiller's inc.
96
|
Posted - 2015.06.25 14:48:00 -
[44] - Quote
Genral69 death wrote: The core nade is not op, BUT sometimes does over 600 damage
Then pray tell, how I keep getting killed by them in my sentinel suits with it doing over 700 damage? But beside the point cores are getting spammed without hesitation..... especially when one puts up a fight...
One might say... I'm very skilled... yet I'm his apprentice... So what does that say about my mentor?
|
Apocalyptic Destroyerr
Shining Flame Amarr Empire
404
|
Posted - 2015.06.25 14:54:00 -
[45] - Quote
Stormblade Green wrote:Genral69 death wrote: The core nade is not op, BUT sometimes does over 600 damage
Then pray tell, how I keep getting killed by them in my sentinel suits with it doing over 700 damage? But beside the point cores are getting spammed without hesitation..... especially when one puts up a fight...
It always does over 1000 damage to me. |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
124
|
Posted - 2015.06.25 15:02:00 -
[46] - Quote
Apocalyptic Destroyerr wrote:Stormblade Green wrote:Genral69 death wrote: The core nade is not op, BUT sometimes does over 600 damage
Then pray tell, how I keep getting killed by them in my sentinel suits with it doing over 700 damage? But beside the point cores are getting spammed without hesitation..... especially when one puts up a fight... It always does over 1000 damage to me.
Should deal 600 DMG across all grenades, might be a profile damage issue, cause it only deals 120+ armor damage through profile, it shouldn't be dealing over 1000 damage unless you got hit with 2 grenades in quick succession. Or you got blown up by and RE.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
|
PLAYSTTION
Corrosive Synergy No Context
1
|
Posted - 2015.06.25 16:43:00 -
[47] - Quote
No.
And "What ever went wrong with grenades?" Well i'll tell you, guy kills guy with nade. Guy doesn't like get killed. Guy QQs on forum. CCP listen and nerf grenades. CCP look like hero. Guy is happy. Fast forward 1.5 years, guy gets killed by old useless nade he got nerved. Guy doesn't like getting killed, guy QQs.
Guess who guy is? (You)
Responses to your other points:
Why they being spammed? Not spammed, just the only effective grenade. Just get used to it.
It should use more nanites: They already did. Twice I think. Deal with it.
The problem with grenades is that most are useless so no one avoids them, but with and aging population gaining sp more players have access to Core nades. And since core nades are the only ones that kill it appears the are OP, but really they are just the only ones that work.
Galassault Galogi Galsent Galmando Galscout
Open Beta Vet - 46.5 mil sp
Director of Corrosive Synergy
|
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
145
|
Posted - 2015.06.29 02:20:00 -
[48] - Quote
Damage of the grenade's simply need to normalize across basic-proto, simply either increase it's radius only (recommended) , or increase the amount of isk they cost and decrease CPU and PG (not recommended). Or find something else for the grenade to tier better at, but clearly damage for explosive's need to be the same across basic to proto (as I said earlier).
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
|
Apocalyptic Destroyerr
Shining Flame Amarr Empire
441
|
Posted - 2015.06.29 02:28:00 -
[49] - Quote
Zan Azikuchi wrote:Damage of the grenade's simply need to normalize across basic-proto, simply either increase it's radius only (recommended) , or increase the amount of isk they cost and decrease CPU and PG (not recommended). Or find something else for the grenade to tier better at, but clearly damage for explosive's need to be the same across basic to proto (as I said earlier).
Thank you for your clarification. |
LUGMOS
Corrosive Synergy No Context
4
|
Posted - 2015.06.29 06:25:00 -
[50] - Quote
M1 grenades are useful... Assuming you aren't using grenades as cheap ass "**** ima die and this guys is at full HP" instablapping.
Methinks M1 level is good for grenades
Sniper Rifles are for Nitrogenous Dioxide Borons
I am the Anti-FoTM
|
|
Apocalyptic Destroyerr
Shining Flame Amarr Empire
442
|
Posted - 2015.06.29 06:34:00 -
[51] - Quote
LUGMOS wrote:M1 grenades are useful... Assuming you aren't using grenades as cheap ass "**** ima die and this guys is at full HP" instablapping.
Methinks M1 level is good for grenades
That's all they're used for. |
Larkson Crazy Eye
warravens D.E.F.I.A.N.C.E
0
|
Posted - 2015.06.29 07:33:00 -
[52] - Quote
Well I've died to a few nades in my time, many of which I didn't even see the guy who threw them. While I heartily agree with removing the head shot bonus, since it doesn't seem like other explosive weapons can get that, at least I've never gotten one using a mass driver. While dealing extra dmg for hitting a weak point makes sense, it's usually for precision weapons. Jabbing a guy in the throat with a finger can crush a wind pipe and take him out. Smashing him with a two by four in the same area still hurts, but hardly as likely to intestinally get any vital organs.
I would also like to throw in there from a logi's perspective, increasing the nanite cluster coast of nades again and again is NOT a good way to balance them. Sure it hurts the guy who spams grenades one after another a little bit, but it hurts every one else a lot more. As a Logi it's not uncommon to see my nano hives blow up within seconds of being put down, even advanced to proto ones due to people missing their grenades. I still only get one or two ticks of 'team supply' off them, while the hive is destroyed.
If the only answer to grenade spam is to keep increasing their restock cost it's just going to drive people away from nano hives completely. Already in pub matches you might see 50 uplinks down but good luck at finding a single active nano any more. Few people put them down, and if they are down they expire way to quickly.
|
Larkson Crazy Eye
warravens D.E.F.I.A.N.C.E
1
|
Posted - 2015.06.29 07:45:00 -
[53] - Quote
Just had a great thought on how to balance nades in a new way, one that might just make them still useful without drastic changes that hurt every one. Simply put, make them put the grenade hurler at a brief disadvantage after each throw. Not unlike the seize of a weapon over heating. Being unable to sprint or fire your real weapon for even just 1 or two seconds after each grenade would help get rid of those cooked grenade chucker's.
You could even make it something like the scrambler riffle charge shot and have it impair your mobility before you throw it instead of after. Which is another big point, scrambler riffles and forge guns have a glowing light show and a bit humming noise to tell people your charging up a deadly shot. Why are grenades so salient and deadly? Who ever heard of stealthy explosives.
Going back to the 'grenades in real life' scenario. They were never ment to be thrown in the face of a guy 5 feet from you. You tossed them over walls, around corners etc. It was a strong toss, one you put effort into, and in many cases forced you to expose yourself to enemy fire to do so.
Alternatively you could just alter the explosive timer to be a bit more random. That way if you try to cook them to long it blow up in your hands since you don't know if it will explode on 4 seconds or 7. This would still allow them to be good tactical weapons, tossing them at people in cover to either hurt/kill them or to force them to break cover to get away from the nade. I think grenades should be deadly, but not as silent as they are now. More visible on scree indicator would be nice, perhaps a tell tale sound as they pass threw the air that you can actually hear. If there is one now I never hear it over the rest of the combat sounds.
But not as something you prime up and chuck at a guy as you charge up at him in full sprint. |
sebastian the huds
Corrosive Synergy
301
|
Posted - 2015.06.29 11:12:00 -
[54] - Quote
i'll just stick with my sleek locus grenades and stand waaaaaaay over here.....
I specialize in light attack vehicles, so what?
i was the first CEO of corrosive synergy.
|
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
148
|
Posted - 2015.06.29 17:04:00 -
[55] - Quote
Larkson Crazy Eye wrote: Just had a great thought on how to balance nades in a new way, one that might just make them still useful without drastic changes that hurt every one. Simply put, make them put the grenade hurler at a brief disadvantage after each throw. Not unlike the seize of a weapon over heating. Being unable to sprint or fire your real weapon for even just 1 or two seconds after each grenade would help get rid of those cooked grenade chucker's.
You could even make it something like the scrambler riffle charge shot and have it impair your mobility before you throw it instead of after. Which is another big point, scrambler riffles and forge guns have a glowing light show and a bit humming noise to tell people your charging up a deadly shot. Why are grenades so salient and deadly? Who ever heard of stealthy explosives.
Going back to the 'grenades in real life' scenario. They were never ment to be thrown in the face of a guy 5 feet from you. You tossed them over walls, around corners etc. It was a strong toss, one you put effort into, and in many cases forced you to expose yourself to enemy fire to do so.
Alternatively you could just alter the explosive timer to be a bit more random. That way if you try to cook them to long it blow up in your hands since you don't know if it will explode on 4 seconds or 7. This would still allow them to be good tactical weapons, tossing them at people in cover to either hurt/kill them or to force them to break cover to get away from the nade. I think grenades should be deadly, but not as silent as they are now. More visible on scree indicator would be nice, perhaps a tell tale sound as they pass threw the air that you can actually hear. If there is one now I never hear it over the rest of the combat sounds.
But not as something you prime up and chuck at a guy as you charge up at him in full sprint.
You want to remove the cooking ability? And hinder movement speed? Hope it come with longer throw's, larger blast radius, and 600 damage across the board for any of them to be useful, also got to remember, low EHP player's need to take out high EHP player's, not many weapon's can do that.
Those are simply my opinion's, though I don't want to see the cooking ability go as that has taken quite a bit of skill to use, knowing just when to throw it before you hear the massive "CLICK" is very much my favorite past time in dust, at least as a shield user anyway. However removing the cooking part of the grenade's would also help AV player's as they wouldn't have to worry about the grenade's exploding in their hand's, hell they could function far better as mine's even.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
|
Larkson Crazy Eye
WarRavens D.E.F.I.A.N.C.E
4
|
Posted - 2015.06.29 17:31:00 -
[56] - Quote
Zan Azikuchi wrote:] You want to remove the cooking ability? And hinder movement speed? Hope it come with longer throw's, larger blast radius, and 600 damage across the board for any of them to be useful, also got to remember, low EHP player's need to take out high EHP player's, not many weapon's can do that.
Those are simply my opinion's, though I don't want to see the cooking ability go as that has taken quite a bit of skill to use, knowing just when to throw it before you hear the massive "CLICK" is very much my favorite past time in dust, at least as a shield user anyway. However removing the cooking part of the grenade's would also help AV player's as they wouldn't have to worry about the grenade's exploding in their hand's, hell they could function far better as mine's even.
I'm not saying that they remove the cooking ability entirely, just make it a bit more risky to cook a grenade to the last second and toss it at a guy in your face. By putting a small amount of randomness in the time it explodes you won't see as many nades tossed from 6 meters away.
One thing I do think is highly important however is what ever adjustments that might be done to locus and/or flux grenades should not affect AV. Simply put AV is pretty weak as it is. Spamming 3 grenades real fast is about only reasonable way most newer players have any chance of hurting a tank or even a LAV. Even at proto 5 swarm launcher with proto swarms it takes 4-5 missiles to kill most tanks and drop ships. That's firing a full clip and reloading, all from 175 away. Easy range for any vehicle to kill you or run away. At least AV nades are something even a starter fit provides and has a fair chance of at least scaring a tank away.
Over all though I just think there should be a bigger investment of risk to using a grenade if their so easy to use to kill just about any one. How that's done is really up to CCP in the end. Still not a bad way to go is weaken all but one type of locus grenade, leave that to be a true player killer but make it's CPU/PG cost high enough that it's a serious drain on a suite. That way if people want an ultimate weapon, they have it while the rest of us can carry weaker but still tactically useful nades for less. |
Indianna Pwns
TERRA R1SING New Eden's Heros
164
|
Posted - 2015.06.29 20:07:00 -
[57] - Quote
The progression for locus nades makes no sense.
STD - 300 dmg ADV - 400 dmg PRO - 600 dmg!!!
Should be (in my opinion)
STD - 400 ADV - 500 PRO - 600
Blast radius should be normalised amongst all tiers.
For fluxes it should bethe blast radius and detonation time that differentiates tiers not damage.
Pro tip - if your having issues with cores, ditch the damage mods and slap on a few extenders your shields should soak up enough of the damage to leave you alive.
If for whatever reason nades are giving headshot bonus or their is a calculation error obv this needs to be fixed. |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
148
|
Posted - 2015.06.29 20:52:00 -
[58] - Quote
Indianna Pwns wrote:The progression for locus nades makes no sense.
STD - 300 dmg ADV - 400 dmg PRO - 600 dmg!!!
Should be (in my opinion)
STD - 400 ADV - 500 PRO - 600
Blast radius should be normalised amongst all tiers.
For fluxes it should bethe blast radius and detonation time that differentiates tiers not damage.
Pro tip - if your having issues with cores, ditch the damage mods and slap on a few extenders your shields should soak up enough of the damage to leave you alive.
If for whatever reason nades are giving headshot bonus or their is a calculation error obv this needs to be fixed.
I don't feel like radius is the key, I think that normalized damage with tiered radius is more proper as that would better reduce the number of core's you'd see/face and also reduce a lot of isk use for EVERYONE, your idea is still valid though.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
|
nelo kazuma
Ecce Initio RLC. RUST415
299
|
Posted - 2015.06.29 21:25:00 -
[59] - Quote
Ive said it before reduce core to one increase nanite cost increase thunker to 2
FOR THE STATE ^(-_-) Cal Loyalist For Life
|
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
148
|
Posted - 2015.06.30 19:54:00 -
[60] - Quote
nelo kazuma wrote:Ive said it before reduce core to one increase nanite cost increase thunker to 2
That won't change the how grenade's are right now, especially since we can carry 6 hive's at once, if your a cal logi, it'll change nothing. But if you can normalize damage, sure you'll still see nade spam, but it'll be lower standard locus grenade spam, less range than a core locus but still the same damage, people nade spam because it's all they can really do against player's who they know they can't beat toe-to-toe, going toe-to-toe with a shield of 562 and armor of 194 vs an armor of 734? It's suicide even if you have an ARR, especially if they got an AR or heaven forbid a scrambler model.
Player's need something that can give them an edge in combat against armor, grenade's simply tend to be that thing, it's also the only answer for strafers as well, besides other explosive's. Honestly I don't see to much grenade spam, unless it's me doing it, but once more, I'm doing it to get a closer EHP between you and me, an EHP that'll give me a chance to kill you.
Unless shield's are given their original ability to constantly recharge and recharge based on the amount of regulator's they have, it's much more harmful to nerf grenade's any further since it messes with general play style's.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
|
|
|
|
|
Pages: 1 [2] 3 :: one page |
First page | Previous page | Next page | Last page |